Searched refs:m_kaboom (Results 1 – 12 of 12) sorted by relevance
/dports/games/redeclipse/base-2.0.0/src/game/ |
H A D | gamemode.h | 233 #define m_kaboom(a,b) ((b&GM(KABOOM)) || (gametype[a].implied&GM(KABOOM))) macro 269 …ace(a) && !m_ra_gauntlet(a, b)) || m_insta(a, b) || m_medieval(a, b) || m_kaboom(a, b)) // games t… 270 …tor(a, b) || (m_race(a) && !m_ra_gauntlet(a, b)) || m_medieval(a, b) || m_kaboom(a, b)) // games t… 279 #define m_normweaps(a,b) (!m_race(a) && !m_insta(a,b) && !m_medieval(a,b) && !m_kaboom(a,b) && !… 282 #define m_weapon(at,a,b) (m_medieval(a, b) ? AA(at, weaponmedieval) : (m_kaboom(a, b) ? AA(at, w…
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H A D | bomber.cpp | 526 if(!m_kaboom(game::gamemode, game::mutators) && game::nogore != 2 && game::debrisscale > 0) in destroyaffinity()
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H A D | game.h | 1010 …if(m_kaboom(gamemode, mutators) && !W(W_MINE, disabled)) weapammo[W_MINE][W_A_CLIP] = W(W_MINE, am… in spawnstate()
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H A D | hud.cpp | 514 if(m_kaboom(g, m) && (implied || !(gametype[g].implied&GM(KABOOM)))) ADDMODE(kaboom) in modetexs()
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H A D | projs.cpp | 1684 …if(type != W_FLAMER && !m_kaboom(game::gamemode, game::mutators) && game::nogore != 2 && game::deb… in destroy()
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H A D | server.cpp | 728 …else if(m_kaboom(gamemode, mutators) || m_medieval(gamemode, mutators)) attrmap[i] = i != W_MINE ?… in setupattrmap()
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/dports/games/redeclipse16/base-1.6.0/src/game/ |
H A D | weapons.cpp | 167 if(!m_kaboom(game::gamemode, game::mutators)) in weaponswitch() 189 if(!skippickup || m_kaboom(game::gamemode, game::mutators)) return true; in canuse()
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H A D | gamemode.h | 239 #define m_kaboom(a,b) ((b&(1<<G_M_KABOOM)) || (gametype[a].implied&(1<<G_M_KABOOM))) macro 274 …, b) || (m_race(a) && !m_ra_gauntlet(a, b)) || m_insta(a, b) || m_medieval(a, b) || m_kaboom(a, b)) 287 #define m_weapon(at,a,b) (m_medieval(a, b) ? AA(at, weaponmedieval) : (m_kaboom(a, b) ? AA(at, w…
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H A D | bomber.cpp | 524 if(!m_kaboom(game::gamemode, game::mutators) && game::nogore != 2 && game::debrisscale > 0) in destroyaffinity()
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H A D | game.h | 849 if(m_kaboom(gamemode, mutators)) ammo[W_MINE] = max(1, W(W_MINE, ammomax)); in spawnstate()
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H A D | hud.cpp | 675 … if(m_kaboom(g, m) && (implied || !(gametype[g].implied&(1<<G_M_KABOOM)))) ADDMODE(modekaboomtex) in modetexs() 3086 …if(over && m_kaboom(game::gamemode, game::mutators) && !(gametype[game::gamemode].implied&(1<<G_M_… in drawhealth()
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H A D | projs.cpp | 1661 …if(type != W_FLAMER && !m_kaboom(game::gamemode, game::mutators) && game::nogore != 2 && game::deb… in destroy()
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